2024-11-12 10:42:00 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovement_Jpystick : MonoBehaviour
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{
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2024-11-12 16:58:29 +08:00
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public FixedJoystick joystick; // <20><><EFBFBD><EFBFBD> Fixed Joystick
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public Transform cameraTransform; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Transform
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public float moveSpeed = 5f;
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public CharacterControl characterControl;
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private CharacterAin Characterain;
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public Camera mainCamera;
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private Rigidbody rb;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FOV <20><><EFBFBD>ر<EFBFBD><D8B1><EFBFBD>
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public float normalFOV = 60f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>FOV
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public float sprintFOV = 120f; // <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>FOV
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public float fovChangeSpeed = 2f; // FOV<4F>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
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private bool IsMoving = false;
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//<2F>ܲ<EFBFBD><DCB2>л<EFBFBD><D0BB><EFBFBD>ʱ<EFBFBD><CAB1>
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private float MoveTime = 0f;
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//<2F><>·<EFBFBD><C2B7>ʱ<EFBFBD><CAB1>
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public float walkTime;
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//<2F>ܵ<EFBFBD>ʱ<EFBFBD><CAB1>
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public float runTime;
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//<2F>ܲ<EFBFBD>ʱƽ<CAB1><C6BD><EFBFBD>л<EFBFBD>fov
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private float targetFOV;
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private void Start()
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{
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characterControl = GetComponent<CharacterControl>();
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Characterain = GetComponent<CharacterAin>();
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rb = GetComponent<Rigidbody>();
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}
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2024-11-12 10:42:00 +08:00
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void Update()
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{
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2024-11-12 16:58:29 +08:00
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// 1. <20><>ȡҡ<C8A1><D2A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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2024-11-12 10:42:00 +08:00
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float horizontal = joystick.Horizontal;
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float vertical = joystick.Vertical;
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2024-11-12 16:58:29 +08:00
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// 2. ת<><D7AA>Ϊ<EFBFBD><CEAA>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ˮƽ<CBAE><C6BD>)
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Vector3 inputDirection = new Vector3(horizontal, 0f, vertical);
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// 3. <20><>ȡ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>緽<EFBFBD><E7B7BD>
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Vector3 cameraForward = cameraTransform.forward; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Vector3 cameraRight = cameraTransform.right; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҷ<EFBFBD><D2B7><EFBFBD>
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>Ҫˮƽ<CBAE><C6BD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD><CDB7>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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cameraForward.y = 0;
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cameraRight.y = 0;
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cameraForward.Normalize();
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cameraRight.Normalize();
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// 4. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD><D5B5>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
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Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized;
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if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f)
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{
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if (MoveTime < (walkTime + runTime + 0.1f))
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{
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MoveTime += Time.deltaTime;
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}
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}
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// 5. Ӧ<><D3A6><EFBFBD>ƶ<EFBFBD>
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if (moveDirection.magnitude > 0.1f)
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{
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// ʹ<><CAB9><EFBFBD>ٶ<EFBFBD><D9B6>ƶ<EFBFBD><C6B6><EFBFBD>ɫ
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Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime;
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rb.MovePosition(newPosition);
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MoveState();
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// ʹ<><CAB9>ɫ<EFBFBD>泯<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
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Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime);
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}
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2024-11-12 10:42:00 +08:00
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}
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2024-11-12 16:58:29 +08:00
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public void MoveState()
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{
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if (MoveTime < walkTime) // <20><><EFBFBD><EFBFBD>
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{
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Characterain.SetPlayerState(CharacterState.SlowWalk);
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targetFOV = normalFOV; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
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}
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else if (MoveTime < (walkTime + runTime)) // <20><>ͨ<EFBFBD><CDA8><EFBFBD><EFBFBD>
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{
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Characterain.SetPlayerState(CharacterState.walk);
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targetFOV = normalFOV + 30f; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
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}
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else // <20><><EFBFBD><EFBFBD>
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{
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Characterain.SetPlayerState(CharacterState.run);
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targetFOV = sprintFOV; // <20><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>FOVΪ<56><CEAA><EFBFBD><EFBFBD>ֵ
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}
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// ʹ<>ò<EFBFBD>ֵƽ<D6B5><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>FOV
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mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime);
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}
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2024-11-12 10:42:00 +08:00
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}
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